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Creature:Death Knight: Difference between revisions

From Teriock
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Created page with "{{#invoke:C|c |name=Death Knight |hp=2d8 |mp=2d8 |str=2 |size=4 |br=20 |t=greater;; undead;; corporeal;; construct |a=Greater Undead;; Constructed Body;; Natural Full Plate;; Improved Strength |r={{TextRank|n=1|c=Knight}} {{TextRank|n=2|c=Necromancer}} |l=Complete suits of plate armor with full helm, walking around, with an empty black void where a face should be. |d=Usually used as military generals or guardians, these very dangerous creatures are believed to be created..."
 
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|d=Usually used as military generals or guardians, these very dangerous creatures are believed to be created when a {{L|Class|Knight}} is killed in a particular way.
|d=Usually used as military generals or guardians, these very dangerous creatures are believed to be created when a {{L|Class|Knight}} is killed in a particular way.
|c=moritost
|c=moritost
|b=Hand;; Foot
}}
}}

Revision as of 06:42, 1 October 2025

 Stats: ❤️2d8 Hit Dice❤️10 HP🩵2d8 Mana Dice🩵10 MP⬆️Size 4
 Attributes: INT0STR2MOV0SNK0PER0
 Creature types: Moritost
 Looks: Complete suits of plate armor with full helm, walking around, with an empty black void where a face should be.
 Innate ranks: Innately rank 1 Knight. Innately rank 2 Necromancer.

Usually used as military generals or guardians, these very dangerous creatures are believed to be created when a Knight is killed in a particular way.


 Abilities: 
 Duration: Always active.

You count as an item for the purposes of certain abilities that target them. The relevant abilities are those would apply one of the following properties to a piece of equipment. You take the effect listed below instead. If the ability was magically powered, then any damage dealt is magic in addition to its other types. If the ability was delivered by a weapon, then the damage has all the damage types that that weapon would deal in addition to its other types. For any other passive properties, that the equipment may gain, your body parts gain those properties. Additionally, any natural AV you may have counts as armor for these purposes.
 Duration: Always active.

You gain Beastly Strength and Improved Armor Piercing.
 Duration: Always active.

Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.

 Attribute improvement: This ability sets your STR score to a minimum of 1.

 Attribute improvement: This ability sets your STR score to a minimum of 2.
 Duration: Always active.

You always have at least 4 AV. This is the case even when you are not wearing armor.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.

 Body Parts: 
Foot Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Foot 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Small Body parts
1Normal (5 feet)
Hand Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Hand 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Handy, Prehensile, Small Body parts
1Normal (5 feet)